Monday, October 19, 2015

[class: PM Camp@Fast Campus#11] UX #3 – 제품의 기능을 묘사하는 방법 (my note is WIP)



6주차
6. 13 토
UX #3 – 제품의 기능을 묘사하는 방법
좋은 제품을 빠른 시간 안에 만들기 위한 방법 살펴보기
  • Sketch를 사용한 흐름도 작성해 보기
  • 스토리보드의 의미와 요소
  • 과학적 글쓰기와 사용자 스토리
Mr.M
  1. Storyboarding [Sanghun Woo@Naver, UGC Development Center (Cafe, Blog, Knowledge Man)]
    1. lesson:
      1. flow chart: user perspective
      2. task: describe each activity in user perspective <-base of feature list in the future
        1. user task for vending machine (1,000 won coffee 600, tea 300)
          1. approach vending machine
          2. look at menu to find out menu and price and find out the menu is still available and the money input area displays acceptance signal
          3. pick up wallet and pull out money
          4. put money in and wait
          5. check whether money is in or not
      3. exceptions
      4. swim lane flowchart (c.f. blueprint)
      5. homework:
        1. vending machine flowchart after coin input and black coffee consumption
        2. submit service flowchart
        3. study tools (e.g. Sketch 3, )
      6. check out yo service
      7. read
      8. purpose of storyboard: fast product launch (c.f. each teammate can imagine the same product to work on their parts)
      9. key frame: displaying status change of users
      10. key components of storyboard: key frame (status), interaction (transition), description, title (c.f. chapter cover, story) <- read Communicating Design by Dan Brown

    1. personal takeaway:
      1. read books how to write affinity diagram
      2. don’t provide too much unnecessary information to teammates

[class: PM Camp@Fast Campus#10] UX #2 – 사용자 알아보기 (my note is WIP)



6. 10 수
UX #2 – 사용자 알아보기
사용자 리서치 맛보기
  • 다양한 사용자 리서치 방법을 익히고
  • 조별 활동으로 간단한 리서치 활동을 수행
Mr.M


  1. User research [Sanghun Woo@Naver, UGC Development Center (Cafe, Blog, Knowledge Man)]
    1. lesson:
      1. user scenario is used in acceptance test
      2. user modeling: e.g. movie audience type (e.g. single, friends, couple, family)
        1. user property: age, gender, etc.
        2. important property: e.g. marriage, children, living location
      3. user research: e.g. unfocused group interview (i.e. expert)
      4. group activity (윤희, 혜경, 유라, 지현, 길수)
        1. topic: discuss challenging area in using mobile services through personal story
        2. precondition: capital 20억, technology well-supported
      5. affinity diagram
        1. affinity
        2. affinity column
      6. persona making process
        1. name, picture
        2. motivation, needs
        3. scenario, feature
        4. behavior
      7. homework
        1. install PowerMockup
        2. install Pixate

    1. personal takeaway:
      1. help all meeting participants to say something: start conversation with ice-breaking e.g. what’s your feeling color?

[class: PM Camp@Fast Campus#9] UX #1 – UX의 이해 (my note is WIP)



5주차
6. 6 토
UX #1 – UX의 이해
UX 트랜드와 이론을 살펴보고, 제품의 가치에 대해 이해한다.
  • 대표적인 모바일 트랜드와 이를 학습하는 방법
  • UX와 UI의 개념
Mr.M


  1. Understanding UX trends and theory [Sanghun Woo@Naver, UGC Development Center (Cafe, Blog, Knowledge Man)]
    1. lesson:
      1. homework
        1. try task management tool such as Trello, Jira, Slack
        2. install Sketch 3 (for wireframe design) and Pixate
        3. test most popular apps of the year
        4. study flow chart for exceptional cases
        5. next Wed: challenging area in using mobile services
        6. consider soft.macx.cn/index.htm for free software trial :)
      2. project management process: feature -> design -> develop -> QA
      3. data based mobile trends
        1. mobile: fast growing sales, time spent on mobile devices
        2. app vs. web: rate of interactivity, content update frequency
        3. myth vs. fact: homepage visitors, PV, time spent
        4. popular content type in Korea: time killing content (contact, connect, communication, entertainment, productivity)
        5. tablet usage: watching TV, lying in bed
      4. UX
        1. gesture: e.g swipe (for contextual function) vs. flick
        2. terms
          1. UI component: e.g. menu, window, drop-down
          2. module: term used in architectural sense
          3. standard vs. customized component: e.g. changing color on menu
          4. contextual function: displaying things (e.g. right-click, pop-up, contextual menu)
        3. input design:
          1. try to eliminate input, otherwise make inputting experience (e.g. recent destination for flight destination input area)
          2. put critical content top of page
        4. care for exceptional cases
          1. consider drawing a flow chart
        5. purpose
          1. of storytelling: sales
          2. of UX design: maximizing UX through repurchase
        6. characteristic of good UI (can be measured quantitatively): good mental model, fast response, consistency (c.f. UX can be measured qualitatively)
          1. c.f. good UI for good UX is basic
        7. definition
          1. of UX: all emotion and experience when users experience product/design before (e.g. ad), during (e.g. UI) and after (e.g. after service)
          2. of design: problem-solving process
      5. UI: medium connecting users and machine
        1. in wireframe design, priority of information is important
      6. presentation prep: summarize a topic by including a subject and finishing your summary in one sentence
      7. insight for product: consider ideas which improved previous paint points just a little bit instead of introducing radical features
      8. UX development and deliverables
        1. define service: service concept and goal
        2. define user: persona
        3. define user’s needs: persona (+ mental model)
        4. define function: function list (which solves users’ needs)
        5. define IA (information architecture): service flow
        6. design UI: wireframe
        7. design interaction: storyboard (final reference before design and development; purpose is to launch fast)
      9. behavior-based interview (avoid good, evil, emotion): asking about fact (e.g. frequency, behavior)
      10. developer's challenge: sync, backup, mobile & PC

    1. personal takeaway:
      1. tell developers exceptional cases